Determinism end-to-end
Every roll flows through one seeded RNG. Identical seeds produce identical event streams — including weather, creature decisions, and the rise of cities.
οἰκουμένη · the inhabited world
Probabilistic ecology, wandering settlers, animals that flock and flee, villages that rise and ruin — all from a single seed, all in pure Rust + Bevy.
Best in Chrome, Edge, or Safari 26+. ~30 MB initial load.
Every roll flows through one seeded RNG. Identical seeds produce identical event streams — including weather, creature decisions, and the rise of cities.
Warthogs, wolves, deer, vampires and zombies all share one component-trait system. Populations are tracked per-biome; predators flock to prey; animals flee from monsters by species pair.
Wanderers scout for safe regions, settle near each other above a safety threshold, and build villages → towns → cities — or get razed and leave Ruins on the map.
Oikoménē is a long-running experiment in AI-assisted game development. It's a single-player demo today, but the codebase is built around a strict sim/UI boundary so the same deterministic core can later run as a server for many players sharing one world.
This page is a public-facing slice of the current build, deployed automatically
on every push to main. Saves are discarded in the web demo;
for persistent worlds, grab the desktop build.